Attacking event handler --> fires the attacking state
See player event handler
Not see player event handler
NothingToDo event handler---> clear events
Aggro state --> looking for player to attack
Moving to Spawnpoint state
Active state ---> active , random walk waiting of the player
Thinking state ---> thinking what ai state/handler to fire
Desires
Aggression desire --> will attack if he sees the player
Attack desire
Move to target desire --> following a target (for attack or summon/animal control)
Move to Spawnpoint desire --> if to far away the npc will walk to his spawnpoint
Walk desire --> Walk based on saved points, random walk
Diffrent controllers to handle the ai.